| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340 | uniform float4 _SunDir;uniform float4 _MoonDir;uniform float4 _SunColor;uniform half4 _FrontColor0;uniform half4 _FrontColor1;uniform half4 _FrontColor2;uniform half4 _FrontColor3;uniform half4 _FrontColor4;uniform half4 _FrontColor5;uniform half4 _FrontColor6;uniform half4 _BackColor0;uniform half4 _BackColor1;uniform half4 _BackColor2;uniform half4 _BackColor3;uniform half4 _BackColor4;uniform half4 _BackColor5;uniform half4 _BackColor6;uniform float _frontBackDistribution0;uniform float _frontBackDistribution1;uniform float _frontBackDistribution2;uniform float _frontBackDistribution3;uniform float _frontBackDistribution4;uniform float _Intensity;uniform float _MieScatteringIntensity;float Mie(float costh, float g){    g = min(g, 0.9381);    float k = 1.55 * g - 0.55 * g * g * g;    float kcosth = k * costh;    return (1 - k * k) / ((4 * 3.14159265f) * (1 - kcosth) * (1 - kcosth));}float Remap(float org_val, float org_min, float org_max, float new_min, float new_max){    return new_min + saturate(((org_val - org_min) / (org_max - org_min))*(new_max - new_min));}//Cirrus Cloudsuniform sampler2D _CirrusCloudMap;uniform float _CirrusCloudAlpha;uniform float _CirrusCloudCoverage;uniform float _CirrusCloudAltitude;uniform float4 _CirrusCloudColor;uniform float _CirrusCloudColorPower;uniform float2 _CirrusCloudAnimation;float4 CirrusClouds(float3 uvs){    uvs = normalize(uvs);     float4 uv1;    float4 uv2;    uv1.xy = (uvs.xz * 0.2) + _CirrusCloudAnimation;    uv2.xy = (uvs.xz * 0.6) + _CirrusCloudAnimation;    float4 clouds1 = tex2D(_CirrusCloudMap, uv1.xy);    float4 clouds2 = tex2D(_CirrusCloudMap, uv2.xy);    float color1 = pow(clouds1.g + clouds2.g, 0.1);    float color2 = pow(clouds2.b * clouds1.r, 0.2);    float4 finalClouds = lerp(clouds1, clouds2, color1 * color2);    float cloudExtinction = pow(uvs.y , 2);    finalClouds.a *= _CirrusCloudAlpha;    finalClouds.a *= cloudExtinction;    if (uvs.y < 0)         finalClouds.a = 0;    finalClouds.rgb = finalClouds.a * pow(_CirrusCloudColor,_CirrusCloudColorPower);    finalClouds.rgb = pow(finalClouds.rgb,1 - _CirrusCloudCoverage);    return finalClouds;}//2D Cloudsuniform sampler2D _FlatCloudsBaseTexture;uniform sampler2D _FlatCloudsDetailTexture;uniform float4 _FlatCloudsAnimation;uniform float3 _FlatCloudsLightDirection;uniform float3 _FlatCloudsLightColor;uniform float3 _FlatCloudsAmbientColor;uniform float4 _FlatCloudsLightingParams; // x = LightIntensity, y = AmbientIntensity, z = Absorbtion, w = HgPhaseuniform float4 _FlatCloudsParams; // x = Coverage, y = Density, z = Altitude, w = tonemappinguniform float4 _FlatCloudsTiling; // x = Base, y = Detail//uniform float _FlatCloudsExposure;float HenryGreenstein(float cosTheta, float g){    float k = 3.0 / (8.0 * 3.1415926f) * (1.0 - g * g) / (2.0 + g * g);    return k * (1.0 + cosTheta * cosTheta) / pow(abs(1.0 + g * g - 2.0 * g * cosTheta), 1.5);}half3 tonemapACES(half3 color, float Exposure){    color *= Exposure;    // See https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/    const half a = 2.51;    const half b = 0.03;    const half c = 2.43;    const half d = 0.59;    const half e = 0.14;    return saturate((color * (a * color + b)) / (color * (c * color + d) + e));}float CalculateCloudDensity(float2 posBase, float2 posDetail,float3 worldPos, float coverage){    float4 baseNoise = tex2D(_FlatCloudsBaseTexture, posBase);    float low_freq_fBm = (baseNoise.g * 0.625) + (baseNoise.b * 0.25) + (baseNoise.a * 0.125);    float base_cloud = Remap(baseNoise.r, -(1.0 - low_freq_fBm), 1.0, 0.0, 1.0) * coverage;     float4 detailNoise = tex2D(_FlatCloudsDetailTexture, posDetail * 2);    float high_freq_fBm = (detailNoise.r * 0.625) + (detailNoise.g * 0.25) + (detailNoise.b * 0.125);    float density = Remap(base_cloud, 1-high_freq_fBm * 0.5, 1.0, 0.0, 1.0);    density *= pow(high_freq_fBm, 0.4);    density *= _FlatCloudsParams.y;        return density;}float4 Clouds2D (float3 uvs, float3 worldPos){    half4 col = 0;    uvs = normalize(uvs);        float4 uv1;    uv1.xy = (uvs.xz * _FlatCloudsTiling.x) + _FlatCloudsAnimation.xy;    uv1.zw = (uvs.xz * _FlatCloudsTiling.y) + _FlatCloudsAnimation.zw;    float cloudExtinction = pow(uvs.y, 2);		    float density = CalculateCloudDensity(uv1.xy, uv1.zw, uvs, _FlatCloudsParams.x);    //Lighting	    float absorbtion = exp2(-1 * (density * _FlatCloudsLightingParams.z));    float3 viewDir = normalize(worldPos - _WorldSpaceCameraPos);    float inscatterAngle = dot(normalize(_FlatCloudsLightDirection), -viewDir);    float hg = HenryGreenstein(inscatterAngle, _FlatCloudsLightingParams.w) * 2 * absorbtion;    float lighting = density * (absorbtion + hg);    float3 lightColor = pow(_FlatCloudsLightColor, 2) * (_FlatCloudsLightingParams.x );    col.rgb = lightColor * lighting;    col.rgb = col.rgb + (_FlatCloudsAmbientColor * _FlatCloudsLightingParams.y);        //Tonemapping   // if (_FlatCloudsParams.w == 1)		   //     col.rgb = tonemapACES(col.rgb, _CloudsExposure);    col.a = saturate(density * cloudExtinction);    if (uvs.y < 0)        col.a = 0;    return col;} float4 GetSkyColor (float3 viewDir, float mieSize){    float cosTheta = smoothstep(-0.25,1.15,saturate(dot(-_SunDir.xyz, viewDir)));    half y = -viewDir.y / 0.02;      float3 frontBack0 = lerp(_FrontColor0.rgb,_BackColor0.rgb,cosTheta);    float3 frontBack1 = lerp(_FrontColor1.rgb,_BackColor1.rgb,cosTheta);    float3 frontBack2 = lerp(_FrontColor2.rgb,_BackColor2.rgb,cosTheta);    float3 frontBack3 = lerp(_FrontColor3.rgb,_BackColor3.rgb,cosTheta);    float3 frontBack4 = lerp(_FrontColor4.rgb,_BackColor4.rgb,cosTheta);    float3 frontBack5 = lerp(_FrontColor5.rgb,_BackColor5.rgb,cosTheta);    float heightS1 = Remap(viewDir.y,-0.75,_frontBackDistribution0,0,1);    float heightS2 = Remap(viewDir.y,_frontBackDistribution0,_frontBackDistribution1,0,1);    float heightS3 = Remap(viewDir.y,_frontBackDistribution1,_frontBackDistribution2,0,1);    float heightS4 = Remap(viewDir.y,_frontBackDistribution2,_frontBackDistribution3,0,1);    float heightS5 = Remap(viewDir.y,_frontBackDistribution3,1,0,1);     float3 sky1 = lerp(frontBack0.rgb,frontBack1.rgb,heightS1);    float3 sky2 = lerp(sky1.rgb,frontBack2.rgb,heightS2);      float3 sky3 = lerp(sky2.rgb,frontBack3.rgb,heightS3);     float3 sky4 = lerp(sky3.rgb,frontBack4.rgb,heightS4);    float3 sky5 = lerp(sky4.rgb,frontBack5.rgb,heightS5);    float3 skyColor = sky5 * _Intensity;     float eyeCos = dot(_SunDir, viewDir);	float eyeCos2 = eyeCos * eyeCos;    float fade = saturate(dot(_SunDir.xyz, viewDir));    float mie = Mie(eyeCos, 0.7) * _MieScatteringIntensity * fade;    	skyColor.rgb += (mie * skyColor) * _SunColor.rgb;    return float4(skyColor,1);}float4 GetSkyAndCloudsColor (float3 viewDir, float mieSize){    float cosTheta = smoothstep(-0.25,1.15,saturate(dot(-_SunDir.xyz, viewDir)));    half y = -viewDir.y / 0.02;      float3 frontBack0 = lerp(_FrontColor0.rgb,_BackColor0.rgb,cosTheta);    float3 frontBack1 = lerp(_FrontColor1.rgb,_BackColor1.rgb,cosTheta);    float3 frontBack2 = lerp(_FrontColor2.rgb,_BackColor2.rgb,cosTheta);    float3 frontBack3 = lerp(_FrontColor3.rgb,_BackColor3.rgb,cosTheta);    float3 frontBack4 = lerp(_FrontColor4.rgb,_BackColor4.rgb,cosTheta);    float3 frontBack5 = lerp(_FrontColor5.rgb,_BackColor5.rgb,cosTheta);    float heightS1 = Remap(viewDir.y,-0.75,_frontBackDistribution0,0,1);    float heightS2 = Remap(viewDir.y,_frontBackDistribution0,_frontBackDistribution1,0,1);    float heightS3 = Remap(viewDir.y,_frontBackDistribution1,_frontBackDistribution2,0,1);    float heightS4 = Remap(viewDir.y,_frontBackDistribution2,_frontBackDistribution3,0,1);    float heightS5 = Remap(viewDir.y,_frontBackDistribution3,1,0,1);     float3 sky1 = lerp(frontBack0.rgb,frontBack1.rgb,heightS1);    float3 sky2 = lerp(sky1.rgb,frontBack2.rgb,heightS2);      float3 sky3 = lerp(sky2.rgb,frontBack3.rgb,heightS3);     float3 sky4 = lerp(sky3.rgb,frontBack4.rgb,heightS4);    float3 sky5 = lerp(sky4.rgb,frontBack5.rgb,heightS5);    float3 skyColor = sky5 * _Intensity;     float eyeCos = dot(_SunDir, viewDir);	float eyeCos2 = eyeCos * eyeCos;    float fade = saturate(dot(_SunDir.xyz, viewDir));    float mie = Mie(eyeCos, 0.7) * _MieScatteringIntensity * fade;    	skyColor.rgb += (mie * skyColor) * _SunColor.rgb;    float4 cirrus = CirrusClouds(viewDir);	skyColor.rgb = skyColor.rgb * (1 - cirrus.a) + cirrus.rgb * cirrus.a;    return float4(skyColor,1);}///Aurorasampler2D _Aurora_Layer_1;sampler2D _Aurora_Layer_2;sampler2D _Aurora_Colorshift;float4 _AuroraColor;float _AuroraIntensity;float _AuroraBrightness;float _AuroraContrast;float _AuroraHeight;float _AuroraScale;float _AuroraSpeed;float _AuroraSteps;float4 _Aurora_Tiling_Layer1;float4 _Aurora_Tiling_Layer2;float4 _Aurora_Tiling_ColorShift;float randomNoise(float3 co) {	return frac(sin(dot(co.xyz ,float3(17.2486,32.76149, 368.71564))) * 32168.47512);}float4 SampleAurora(float3 uv) {    float2 uv_1 = uv.xy * _Aurora_Tiling_Layer1.xy + (_Aurora_Tiling_Layer1.zw * _AuroraSpeed * _Time.y);    float4 aurora = tex2Dlod(_Aurora_Layer_1, float4(uv_1.xy,0,0));    float2 uv_2 = uv_1 * _Aurora_Tiling_Layer2.xy + (_Aurora_Tiling_Layer2.zw * _AuroraSpeed * _Time.y);    float4 aurora2 = tex2Dlod(_Aurora_Layer_2, float4(uv_2.xy,0,0));    aurora += (aurora2 - 0.5) * 0.5;    aurora.w = aurora.w * 0.8 + 0.05;    float3 uv_3 = float3(uv.xy * _Aurora_Tiling_ColorShift.xy + (_Aurora_Tiling_ColorShift.zw * _AuroraSpeed * _Time.y), 0.0);    float4 cloudColor = tex2Dlod(_Aurora_Colorshift, float4(uv_3.xy,0,0));    float contrastMask = 1.0 - saturate(aurora.a);    contrastMask = pow(contrastMask, _AuroraContrast);    aurora.rgb *= lerp(float3(0,0,0), _AuroraColor.rgb * cloudColor.rgb * _AuroraBrightness, contrastMask);    float cloudSub = 1.0 - uv.z;    aurora.a = aurora.a - cloudSub * cloudSub;    aurora.a = saturate(aurora.a * _AuroraIntensity);    aurora.rgb *= aurora.a;    return aurora;} float4 Aurora (float3 wpos){         if (_AuroraIntensity < 0.05)	    return float4(0,0,0,0);	float3 viewDir = normalize(wpos - _WorldSpaceCameraPos);	float viewFalloff = 1.0 - saturate(dot(viewDir, float3(0,1,0)));	if (viewDir.y < 0 || viewDir.y > 1)		return half4(0, 0, 0, 0);	float3 traceDir = normalize(viewDir + float3(0, viewFalloff * 0.2 ,0));	float3 worldPos = _WorldSpaceCameraPos + traceDir * ((_AuroraHeight - _WorldSpaceCameraPos.y) / max(traceDir.y, 0.01));	float3 uv = float3(worldPos.xz * 0.01 * _AuroraScale, 0);	half3 uvStep = half3(traceDir.xz * -1.0 * (1.0 / traceDir.y), 1.0) * (1.0 / _AuroraSteps);	uv += uvStep * randomNoise(wpos + _SinTime.w);	half4 finalColor = half4(0,0,0,0);	[loop]	for (int iCount = 0; iCount < _AuroraSteps; iCount++)	{		if (finalColor.a > 1)			break;		uv += uvStep;		finalColor += SampleAurora(uv) * (1.0 - finalColor.a);	}	finalColor *= viewDir.y;	return finalColor;}
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